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authorRay <[email protected]>2021-03-19 19:43:44 +0100
committerRay <[email protected]>2021-03-19 19:43:44 +0100
commit990906871435fa056d9002810c9f4a46076207bb (patch)
tree818754766a127aed414cdf060093d443107d44d1 /src/core.c
parente28f754fbe9a7414be89e76359453ef663dc088f (diff)
downloadraylib-990906871435fa056d9002810c9f4a46076207bb.tar.gz
raylib-990906871435fa056d9002810c9f4a46076207bb.zip
Removed trailing spaces
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c74
1 files changed, 37 insertions, 37 deletions
diff --git a/src/core.c b/src/core.c
index 917522cb..3c0017b0 100644
--- a/src/core.c
+++ b/src/core.c
@@ -153,7 +153,7 @@
#if defined(SUPPORT_COMPRESSION_API)
#define SINFL_IMPLEMENTATION
#include "external/sinfl.h"
-
+
#define SDEFL_IMPLEMENTATION
#include "external/sdefl.h"
#endif
@@ -906,7 +906,7 @@ void CloseWindow(void)
close(CORE.Input.Keyboard.fd);
CORE.Input.Keyboard.fd = -1;
}
-
+
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].threadId)
@@ -914,7 +914,7 @@ void CloseWindow(void)
pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
}
}
-
+
if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
#endif
@@ -1044,24 +1044,24 @@ void ToggleFullscreen(void)
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
-
+
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-
+
glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
return;
}
-
+
CORE.Window.fullscreen = true; // Toggle fullscreen flag
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
-
+
glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
else
{
CORE.Window.fullscreen = false; // Toggle fullscreen flag
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
-
+
glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
@@ -1506,7 +1506,7 @@ int GetCurrentMonitor(void)
int y = 0;
glfwGetWindowPos(CORE.Window.handle, &x, &y);
-
+
for (int i = 0; i < monitorCount; i++)
{
int mx = 0;
@@ -1557,7 +1557,7 @@ int GetMonitorWidth(int monitor)
{
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
-
+
// We return the maximum resolution available, the last one in the modes array
if (count > 0) return modes[count - 1].width;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
@@ -1578,7 +1578,7 @@ int GetMonitorHeight(int monitor)
{
int count = 0;
const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
-
+
// We return the maximum resolution available, the last one in the modes array
if (count > 0) return modes[count - 1].height;
else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
@@ -1912,7 +1912,7 @@ void BeginMode3D(Camera3D camera)
rlLoadIdentity(); // Reset current matrix (projection)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
-
+
double top = 0;
if (camera.projection == CAMERA_PERSPECTIVE) top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
else if (camera.projection == CAMERA_ORTHOGRAPHIC) top = camera.fovy/2.0;
@@ -2600,7 +2600,7 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe
int bounds = sdefl_bound(dataLength);
compData = (unsigned char *)RL_CALLOC(bounds, 1);
*compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi
-
+
TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
#endif
@@ -2617,10 +2617,10 @@ unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *
data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
int length = sinflate(data, compData, compDataLength);
unsigned char *temp = RL_REALLOC(data, length);
-
+
if (temp != NULL) data = temp;
else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
-
+
*dataLength = length;
TraceLog(LOG_INFO, "SYSTEM: Data compressed: Original size: %i -> Comp. size: %i\n", dataLength, compDataLength);
@@ -3184,7 +3184,7 @@ Vector2 GetTouchPosition(int index)
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-
+
// TODO: Touch position scaling required?
#endif
@@ -3297,7 +3297,7 @@ static bool InitGraphicsDevice(int width, int height)
else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
#endif
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
{
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
@@ -3339,7 +3339,7 @@ static bool InitGraphicsDevice(int width, int height)
}
#if defined(PLATFORM_DESKTOP)
- // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
+ // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
// Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
// The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
// REF: https://github.com/raysan5/raylib/issues/1554
@@ -4189,9 +4189,9 @@ static void InitTimer(void)
{
srand((unsigned int)time(NULL)); // Initialize random seed
-// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
-// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
-// High resolutions can also prevent the CPU power management system from entering power-saving modes.
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
@@ -4280,7 +4280,7 @@ static void PollInputEvents(void)
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-
+
PollKeyboardEvents();
// Register previous mouse states
@@ -4291,7 +4291,7 @@ static void PollInputEvents(void)
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
}
-
+
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@@ -4366,8 +4366,8 @@ static void PollInputEvents(void)
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
- GamepadButton button = -1;
-
+ GamepadButton button = -1;
+
switch (k)
{
case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
@@ -4391,7 +4391,7 @@ static void PollInputEvents(void)
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
default: break;
}
-
+
if (button != -1) // Check for valid button
{
if (buttons[k] == GLFW_PRESS)
@@ -4450,7 +4450,7 @@ static void PollInputEvents(void)
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
GamepadButton button = -1;
-
+
// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (j)
{
@@ -4472,7 +4472,7 @@ static void PollInputEvents(void)
case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
default: break;
}
-
+
if (button != -1) // Check for valid button
{
if (gamepadState.digitalButton[j] == 1)
@@ -4609,10 +4609,10 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
-
+
if(IsWindowFullscreen())
return;
-
+
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
@@ -4697,7 +4697,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
}
}
else
-#endif // SUPPORT_GIF_RECORDING
+#endif // SUPPORT_GIF_RECORDING
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
@@ -5406,7 +5406,7 @@ static void InitEvdevInput(void)
char path[MAX_FILEPATH_LENGTH];
DIR *directory;
struct dirent *entity;
-
+
// Initialise keyboard file descriptor
CORE.Input.Keyboard.fd = -1;
@@ -5669,7 +5669,7 @@ static void PollKeyboardEvents(void)
struct input_event event;
int keycode;
-
+
// Try to read data from the keyboard and only continue if successful
while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
{
@@ -5762,7 +5762,7 @@ static void *EventThread(void *arg)
{
CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
-
+
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
@@ -5807,7 +5807,7 @@ static void *EventThread(void *arg)
if(event.code == ABS_PRESSURE)
{
int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
-
+
if(!event.value && previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
@@ -5817,7 +5817,7 @@ static void *EventThread(void *arg)
gestureUpdate = true;
#endif
}
-
+
if(event.value && !previousMouseLeftButtonState)
{
CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
@@ -6079,7 +6079,7 @@ void UWPKeyDownEvent(int key, bool down, bool controlKey)
}
}
else
-#endif // SUPPORT_GIF_RECORDING
+#endif // SUPPORT_GIF_RECORDING
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;